Pro$re55iYe • Hi$K • Five. 



THE NEW WESTERN GAME. 

We have prepared the following 
sets, the style of which may be 
changed from time to time, the 
standard remaining the same. 

STYLE A. 

Set for four tables : 1 6 score cards, 4 table 
cards, plain edge, fancy lettering, all with 
tassels attached, I box green wafers, 1 box 
gold wafers (100 to the box), 1 book of 
Snyder's rules of the game, complete in a box, 
$l.do. Extra cards, 25c per table (4 score 
cards, 1 table card.) 

STYLE B. 

Set for four tables ; 16 score cards, 4 table 
cards, fancy gold bevel -edge* embossed let- 
tering, silk cords and tassels, pencils attached 
to table cards, 1 box green wafers, 1 box gold 
wafers, book of Snyder's rules, — $2.00. 
Extra cards, 50c . per table (4 score cards, 1 
table card.) 

Table cards are numbered, so that they indicate 
tables plainly when distributed. Score cards are 
numbered, showing both tables and partners. On 
orders for six tables or over, extra boxes of waf ?rs 
will always be included, gratis. Speeial designs 
submitted on request. 

CHASE & EDDY, 

113 South 16th St. OMAHA, NEB. 



HIGH FIVE. 



RULES 

FOR P LAYING THE 

SINGLE, DOUBLE AND PROGRESSIVE 
Games. 




Entered according to act of Congress in the 

year 1890, by CHASE & EDDY, 
in the office of the librarian of congress, 
at Washington. 



PREFACE. 



In the following pages no attempt has been made 
at a scientific treatise. The purpose of this little book 
is to supply in a convenient shape a want long felt for 
a reliable book of reference upon the well known 
Western game, High Five. 

An ounce of practice is worth a pound of theory; 
and all that books can do is to present the theory and 
principles of the game. Reading this little work will 
not make you a good High Five player. As in life, 
so in High Five — one must use his own educated 
judgment, and not slavishly follow written instructions. 

Coolness, memory and good temper are the three 
great secrets of success at High Five. Never play a 
card without a reason, for a bad reason is better than 
no reason at all. 

While I recognize that this is the first attempt ever 
made to formulate a set of rules for High Five, still 
I have weighed them all, and find that they work 
admirably. So I give them to you with the hope that 
they may bridge over many rough places, and at the 
same time reveal to you the pleasures of this newest 
game of cards. 

E. C. S. 

Omaha, February, i8go. 



HIGH FIVE. 



CHAPTER I. 
DESCRIPTION OF THE GAME OF HIGH FIVE. 

High Five was first played in a small town in 
Nebraska (Holdredge by name) several years ago, but 
not until within the past }~ear has the game been known 
outside the State, which deserves the credit of having 
given to the card-playing public so simple, }-et so 
fascinating a game with cards. The local residents of 
the little village taught the game to the commercial 
traveler, and he in turn introduced it to his fellows, 
and thus the game became the idol of the Western 
people, Mr. Robert Schenck and his fascinating game 
of poker being almost forgotten, except to the man 
who would rather ante than dine upon terrapin and 
canvas back. 

The game derives its name from the five spot of 
trumps, which is the bone of contention, the player 
securing it counting five points in the hand played. 
It can be taken by an} 7 trump card higher in numerical 
strength than itself, and hence is played for with all 
the vim and enthusiasm that the business man displays 
in his fight for a commanding share of his class of 
business. When not trump the five spot is the veriest 
weakling, counting nothing to the person taking 
it, being simply one of the cards of the pack. There- 
fore, it has a significance, and it has not, the trump 
determining whether it is worthy to be considered as 
a strong factor in the game. 



3 

High five combines many of the elements of Seven 
Up, that very charming game which our fathers loved 
so well (which was by them called Old Sledge), and 
Pedro. The first four points correspond to the points 
in Seven Up, viz. : High, low, jack and the game, 
while the bid is made the same as in Pedro, with this 
exception, that it enriches no one, while in Pedro it 
counts to the dealer. 

In evolving the game, two considerations were 
regarded, firstly, that it combine the leading points of 
Seven Up, and secondly, the bidding of Pedro, except 
that the bid should become a fiction, and be used only 
for the purpose of drawing attention at the end of the 
hand to the amount which the bidder is compelled to 
make before he gets on "easy street." 

The game is played with a full pack of fifty-two 
cards, the manner of dealing, playing, etc., being 
given in subsequent chapters, which cover the ground 
of Single High Five, Double High Five and Progres- 
sive High Five. 

The game does not require any particular skill, 
except that good judgment and an excellent memory 
should always be present and aid the players in solving 
the problems, which, while not as intricate as Whist, 
still puzzle the card players in knowing what is best 
to play and what tricks are best to take under all the 
conditions of the game. 

CHAPTER II. 
SINGLE HIGH FIVE. 

1. Single High Five may be played by any number 
of players not exceeding six (6), and nine (9) points 
may be made, as follows, viz. : High, low, jack and 
the game counting one (1) point each, and the five (5) 
spot of trump counting five (5). 

2. Twenty-one (21) points constitute a game. 

3. The game is played with a full pack of fifty-two 
(52) cards, and the cards are dealt in the same manner 
as in Seven Up. The players cut for deal, low always 



6 

dealing, ace being low. The pack is then cut to the 
dealer; if two (2) play, by his opponent; if more than 
two (2) play, by the antagonist to his right. 

4. The dealer unites the pack and deals six (6) 
cards, three (3) at a time, to each player. When each 
player has received the requisite number of cards the 
playing begins, the person sitting to the dealer's left 
having the first bid. Each player has a chance, in 
turn, to name the trump by bidding a number higher 
than the last. The dealer having the final voice in 
the matter, may accept the amount bid or he may bid 
a number still higher, and name the trump. 

5. The bid is a fiction, having no value in the game 
except in determining the number of points the person 
naming the trump, by reason of his bid, must make. 
It goes to the board and not to the dealer. 

6. The bidder can not bid higher than nine (9), as 
that is the limit to the points which can be made 
in a single hand. He may, however, bid any number 
between one (1) and nine (9), the strength of his hand 
determining the amount of his bid. Or he may pass 
the bid to the person on his left. 

7. Should the bidder, who .has named the trump, 
fail to make the number of his bid, his score is 
decreased to the extent of the bid, and the player is 
said "to go in the hole." 

8. The successful bidder having named the trump, 
each player discards his non-trump cards and receives 
from the dealer a like number of cards taken from the 
remainder of the pack. Should the dealer not be able 
to complete his hand from the cards remaining in the 
pack, he may take from the discarded cards enough 
to make his requisite six (6). 

9. In Single High Five it is not wisdom to bid over 
the strength of your hand. Get the making of trumps 
as cheap as possible. If you have a poor hand and 
suspect that your adversary is anxious to name the 
trump out of your hand, it is sometimes well to bid 
more than your hand justifies, so as to lead your 



7 

opponent to raise the bid, and thus force him to take 
larger risks in the number of his bid. 

10. If you have ace, king, queen of a suit, with 
another small card of like color, and six (6) persons 
are playing, or even five (5) or four (4), it is safe to bid 
seven (7) and, if occasion requires, eight (3), as you 
have three (3) leads for the five (5) spot, jack and 
game. Having secured the naming of the trump by 
the bid, it is always wisdom to lead your ace first, 
then the king and queen, thus giving your partner an 
opportunity to play his five (5) spot, if by good fortune 
he should hold it. 

11. In discarding, cards must be turned face upward 
on the table, so that all players may see what has been 
discarded. 

12. Discarding the five (5) spot of trump is not 
allowed. 

13. After each player has received the number of 
cards he requires to complete his hand after the 
discard, playing is begun by the bidder leading any 
card which he may deem best. 

14. In Single High Five you are not compelled to 
lead trumps on opening. 

15. You are compelled to follow suit when trump 
is led. When trump is not led you may either play 
your suit card or trump, as yoa may elect. When 
you do not play trump, then suit must be followed 
providing you have suit cards ; if not, then you may 
play any lay card. 

16. Cards are valued as follows in taking tricks: 
Ace, king, queen, jack, ten spot, nine spot, eight spot, 
seven spot, six spot, five spot, four spot, three spot, 
two spot, the lowest trump card outranking the highest 
lay card. 

17. Should the ace and deuce of trumps, represent- 
ing the high and low, not be out, then the next highest 
and lowest trump cards become the high and low. 

18. "Game" is determined by a count of the aces, 
the face cards and all the ten spots, the value of the 



8 

cards being as follows: Ace, four; king, three; queen, 
two; jack, one; ten spots, ten each, lay tens counting as 
many as the ten of trumps The player having a 
majority of the face cards, the aces and the tens is 
said to have "made game." 

19. In case of a tie, high goes out first, low next, 
iack next, then game, and lastly the five spot. But 
should jack be made first before either high or low, 
then the game is terminated, and high and low do not 
count. 

20. The five (5) spot of trump suit outranks the 
five (5) spot of the corresponding color. 

CHAPTER III. 
DOUBLE HIGH FIVE. 

1. Undoubtedly the game of the West today is 
Double High Five, which, of course, was an after 
consideration when High Five was devised for the 
entertainment of card players. 

2. Four persons make the best game, although five 
and even six persons may play. 

3. The game is conducted upon the same lines as 
Single High Five with few exceptions. 

4. Fourteen (14) points may be made in a single 
hand, as against nine (9) points in Single High Five, 
viz.: High, low, jack, game, the five (5) spot of trump 
counting five (5), and the five (5) spot of the corre- 
sponding color also counting five (5), the four (4) first 
points mentioned counting one, (1) each. 

5. Nine (9) cards are dealt to each player, three (3) 
at a time, the elder hand having the first bid. 

6. The bidding is the same as in Single High Five. 
(See rules 4 and 5, chapter li.) 

7. The trump having been named, each player 
discards his non-trumps, and is dealt cards enough by 
the dealer so that each may have six (6) when the play 
commences. (See rule 8, chapter ii.) 

8. The dealer having dealt the second time around 
is permitted to take from the pack any trump cards 



9 

that remain, which, in High Five parlance, is called 
"robbing the deck," always remembering that he is 
not entitled to more than six (6) cards when the 
bidder commences the play. 

9. Should there be not sufficient cards remaining, 
after the dealer has dealt the second time, to complete 
his hand, he may take as many cards from those dis- 
carded as he requires to complete his hand, always 
bearing in mind that low non-suit cards are preferable 
to high ones, as it very often plays havoc with one's 
game to have your partner take the lead by high non- 
suit cards. 

10. Fifty-two (52) points constitute a game in 
Double High Five. 

11. The element of uncertainty being greater in 
Double than in Single High Five, players should be 
very careful not to overbid their hands, as the result 
is much more disastrous than in Single High Five. 

12. Partners should rely upon the merits of each 
other's hands in making bids and in playing their 
cards, as bravery is one of the requisites to win at 
Double High Five. 

13. The ten (10) spot of trumps is "game" in 
Double High Five, thus saving much annoyance and 
arithmetic. 

14. Low is counted to the person or side playing 
it, as in Single High Five. 

15. An ace in Double High Five is always worth 
six (6); an ace and deuce seven (7), and an ace, king 
and queen from eight (8) to ten (iol, according to the 
necessity which arises. But the judgment of the player 
must decide these technical points as to bid, no rule 
being able to anticipate all possible contingencies. 

16. Low always deals, and ace is low. 

17. In case of a tie, the same rule governs as in 
Single High Five. (See rule 19, chapter ii.) 

18. Observe your partner's leads, as well as your 
opponents' and never fail to play with cool, deliberate 
judgment. Haste invariably meets its punishment. 



io 

19, Remember the number of cards each person 
draws. It will save you many hard knocks. 

20. When in doubt take the trick, as in Whist. 

CHAPTER IV. 
PROGRESSIVE HIGH FIVE. 

1. Omaha deserves the credit of having given to 
the world Progressive High Five. Society had grown 
tired of Progressive Euchre, Progressive Poker, Drive 
Whist, and longed for a new game which would 
commend itself to all card players, and at the same 
time afford amusement for those ladies and gentlemen 
who never play cards as a science, but simply to 
pass an evening that would otherwise hang heavily. 
Progressive High Five resulted, and I know of no 
more interesting game for the devotees of fashion. 

2. Progressive High Five is Double High Five, 
with the changing of partners at each table added. 

3. Thirty-two (32) points constitute a game, four- 
teen (14) points, as in Double High Five, represent- 
ing a hand. 

4. Partners are chosen in various ways, the in- 
genuity of the hostess sometimes making the choice 
a very interesting one. Different colored ribbons may 
be used in determining who shall be partners, persons 
having the same color playing together, while the 
number of the various tables may be printed on the 
ribbons. 

5. Or, what is still better, you may have a series of 
quotations upon slips of paper, and then tear the slips 
in two and distribute among the guests, persons 
holding the same quotation, or part of the same, 
becoming partners. 

6. Use full pack of cards without the joker. 

7. On the commencement of the game, the ladies 
at the several tables cut for deal, ace being low, and 
low dealing. 

8. Playing begins by the tapping of a bell at the 
head table, and ends when the head table has scored 
the requisite number of points. 



11 

9. The winners at the head table remain, all other 
winners at the different tables progressing to the next 
higher, changing partners each time they progress. 

10. There are fourteen (14) trump cards in the 
pack counting the second five (5} spot of the same 
color. 

11. At the tap of the bell at the head table all 
playing ceases. 

12. Should there be a table which had not played 
thirty-two points at the tap of the bell, the side having 
the most number of points progresses. 

13. In the event of a tie between sides, the 
ladies cut, low winning the game, and thus entitled to 
progress. 

14. After the first game the "visiting lady" always 
deals. 

15. The record of the games won by each guest is 
kept upon cards provided for the purpose, and which 
are usually attached to a button-hole or carried about 
the wrist. 

: 6. At the end of each game the hostess and her 
assistants present to each winner a " gold wafer," 
which is pasted upon the card, and to each loser a 
" green wafer" is given, which is placed upon the 
reverse side of the card. 

17. Upon the termination of the play, the host or 
hostess makes up a record from the score cards, 
counts the number of gold and green wafers on each, 
and awards the royal or first prize to the person having 
the largest number of gold wafers. 

18. If there is a second prize it goes to the person 
having the next largest number of gold counters. 

19. If there is a "booby" prize it goes to the 
person having the largest number of green wafers. 

20. In case of a tie in the number of gold wafers, 
another game is played, the rivals choosing two other 
players to complete the table. Or, if agreeable to the 
host and hostess, the tie may be decided by cutting, 
low winning, as in the other cases mentioned. 



12 

21. As in Double High Five, the bidder may take 
from the deck the trumps remaining therein, which is 
called "robbing the deck." 

22. Nine (o) cards are dealt, as in Double High 
Five, the discard being the same. 

23. The same rule governs as to naming the trump 
and the disposition of the bid, in the event of non- 
success, as in Double High Five. 

24. After the nine (9) cards apiece have been 
dealt and the trump is named, each player discards 
from his hand, face upward, all except trump cards 
and calls upon the dealer for a sufficient number from 
the deck to make up a hand of six (6) cards which are 
dealt in order. If the deck runs out before all are 
supplied, make up the deficiency from those discarded. 
If any player has more than six (6) trumps he must 
discard the extra number, retaining but six (6). If a 
player discards a trump card by mistake, any player 
discovering it may take it up and add it to his hand, 
discarding another in its place. But if trumps have 
been discarded because of an overflowing hand, they 
cannot be thus captured, but must remain discarded. 
If a counting trump is discarded by mistake and not 
discovered until the cards are all played, it counts to 
the side naming the trump. 

25. The five ( 5) spot of trump suit outranks the 
five (5) spot of the same color. 

25. The person naming the trump must begin the 
play by leading trump. 

27. In the event of close scores toward the end of 
the game, hands should be played out, unless all the 
players are satisfied that one side or the other wins 
the game, in which case playing may cease when the 
winning side has made the requisite number of points. 
Bvt should one player demand that the hand be 
played out, his request must be granted. 

28. For all other rules governing Progressive High 
Five see "Double High Five." 



Playing Cards. 

UNION CARD CO., "Royal," plain edge, 
enamelled, round corners, squeezers, per pack, 25c ; 
per doz. packs, $2.50. "Coronet," as above but 
gilt edges, per pack, 50c ; per doz. packs, $5.00. 

RUSSELL & MORGAN CO'S "Bicycle," 
No. 808, ivory finish, round corners, indexed, double 
heads, per pack, 25c ; per doz. packs, $2.50. 



Imported Playing Cards. 

\Ve keep a full line of the Dondorf cards, manu- 
factured at Frankfort, a. M. 

No. 25. "Kinder Spielkarten," 1^x2^8 
face cards with children's heads. Very dainty and a 
good booby prize ; per pack, 50c. 

No. 27. "Patience Garten," 1^x2^ in., face 
cards in odd heads, aces with views of scenery, pretty 
backs ; per pack, 75c. A neat little pack for a prize. 

NOS. 193 and 197. Full size, handsome backs, 
enamelled, round corners, indexed, a superior playing 
card for regular use, per pack, 75c ; per doz. $7.50. 

No. 87. "Whist," kings in armor, ladies and 
knights for face cards, aces with foreign scenery, rich 
backs, per pack, $1.00. 

No. 150. "Whist," a beautiful card, face cards 
exquisitely printed in mediaeval designs, aces sur- 
rounded by garlands, superb backs, per pack, $1.50. 

No. 207. "Luxus Karten," with designs by 
Hansmann, a truly luxurious card. Face cards in his- 
torical characters, boldly drawn, King Ferdinand, 
Queen Isaoella, etc, superb backs ; all the other cards 
have pictures underneath the spots in monotint, rep- 
resenting various scenes, explained in German and 
French by a sheet which goes with every deck ; per 
pack, $2.00. 

CHASE & EDDY, 

113 South 16th St. OMAHA. 



